- Modelled an object that I will animate exploding (no further details allowed yet)
- Looked at abstract animations for inspiration when making short animations for a VJ pack
Wednesday, 25 April 2012
BA Work placement - day 1
For my work placement, I'm working for an AV company (which I must refer to as BA). We've been given a bunch of tasks, some of which I can't talk about yet, so here's the first day's progress.
Tuesday, 24 April 2012
Maya Dynamics Tutorials 7
Instancing
Goals
Direction Control
Size Control
Goals
Simple Drop
Controlled Drop
Monday, 23 April 2012
Maya Dynamics Tutorials 6
Disappearing Coke Can
Active/Passive Rigid Bodies
Active/Passive Rigid Bodies
Saturday, 21 April 2012
Maya Final Gather Tutorials
Final Gather
Final Gather
Optimised for Animation
Global Illumination
Software Caustics
Maya Displacement Tutorials
Maya Depth of Field Tutorials
Camera Controls
Focal Distance = 15
F Stop = 10
Mental Ray Depth of Field
Mia Bokeh Lens
Motion Blur Tutorials
2D Motion Blur
3D Motion Blur
Blade angle 50
Blade angle 180
Mental Ray Motion Blur
No Deformation, Motion Steps = 1
No Deformation, Motion Steps = 5
Primary Render: Rasterizer (Rapid Motion)
Game Character UV layout tutorial
Thursday, 19 April 2012
Transcription Project - Technical Paper: Tail Rigging
Because the tail is made up of a series of hinges, each with only one degree of freedom, the tail rig has a joint at the pivot of each hinge.
Each joint then had two of the rotate axes locked, so it can only rotate in the same direction as the model hinge.
Add a IK Spline Handle and control clusters
IK Spline Settings |
IK Spline is now constrained so its motion matches the limitations of the model
The same technique was used to rig the spine
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